Runtime Error!

Hi there, recently I have implemented a reading script which allows the player to pickup the newspaper and read it by displaying the texture. Ever since I have implemented that my interaction for my door system hasn’t worked. I think that the scripts overlap each other in some way but I don’t know how.

Here is the runtime error I receive:
Blueprint Runtime Error: Accessed None trying to read property CallFunc_Create_ReturnValue from function: ‘ExecuteUbergraph_Main_Level’ from node: Remove from Parent in graph: EventGraph in object: Main_Level with description: Accessed None trying to read property CallFunc_Create_ReturnValue

Here is my script for the newspaper:
http://prntscr.com/jbon77
http://prntscr.com/jbonc2

Here is the script for my door system:
http://prntscr.com/jbonm7

Both scripts are located within the level blueprint.

That happens because you’re trying to access something that only exists in another execution sequence:

What is it you want to do here?

Im trying to make it so that once the user has finished reading the letter they can then press e again to remove the hud (newspaper) from the screen. For some reason when looking at it it only allows e to be activated within that script.

Well what you’re doing here is adding a Letter Widget to the screen, which is ok, but then you’re trying to remove that widget, outside of its scope of creation, which isn’t so ok :stuck_out_tongue: What you want is to somehow get a reference to the widget that’s in the screen (you can save the Letter Widget in a variable when it’s created) and then, when you want to remove it, you reference that variable, instead of the node that creates that widget (which is outside the scope of the remove from parent node).